Halloween Event: Adamastor/The Stones - Review (Spoilers)

So, as I've kinda done in the past for things like The Hunt and such... I figure I'd do a review of the Halloween Event AKA "The Stones"/Adamastor. I especially want to do this because, at minimum, I just want to say it was great. Not perfect, but great, and this sort of thing is exactly what's needed to invigorate the game periodically.

Obviously this is going to contain spoilers, so if you don't want them, seriously, stop reading.

In Summary (tl;dr)
The Halloween Event (which I'll refer to as "The Stones" from now on) was a really well done event, with the right amount of mystery, puzzles and sneaky-finds which an event like this needs to have. The use of local Galnet news for placing a clue, and a bit of deductive reasoning on the galnet articles (e.g travelling at sublight speeds for =~ 200 years, with a trajectory passing these three systems allowing you to guess at a 200LY distance in a rough bearing) meant the areas to search were well indicated, but still general enough to require a good amount of searching. (The Good)

Unfortunately, the whole thing was critically torpedoed by the social media "Binary" message which pretty much circumvented the whole thing, and allowed me to (with some luck) land on the correct planet where the whole event culminates, before the event even went live. But more on that later (The Ugly).


There's a few other bits and pieces where the event hit non-critical issues with long-standing bugs, but I'll talk about them more later too (The Bad).

Putting aside the binary message though, this was a really good and well-prepared event, and I hope the people involved have learned a few things to make the next one even better!

How the event (should have) played out
Ignoring the social media binary message for a bit, the first clue was an alert about a "ghost ship", the Adamastor, arriving in the Chukchan system. The ship had been travelling on autopilot at sublight speed for the past 200Ly on a trajectory that had it go past the HIP 61595, HIP 64011 and HIP 65201 systems.

A scan of the Adamastor's log gives some
vague clues about where it had been travelling 200 years ago. Meanwhile, for the first time in a while, a local galnet article appears is in the Chukchan stations, with some clues about the original flight details of the Adamastor before it became stricken, revealing it set out towards Barnard's Loop, travelling past the HIP 39748 and HIP 33386 systems, with enough fuel to travel 370Ly.

This all combines to give two leads and some information

  • The ship logs describe the systems of interest you're looking for given by the trajectory clues, of which you have two potential routes to track:

  • Follow the original flight path of the Adamastor, towards the Barnard's loop sector near HIP 39748 and HIP 33386, looking for the system described in the ship log detailing 28th October 3111, approximately 370Ly away from Chukchan; OR
  • Follow the Adamastor's flight path in reverse, looking approx 200Ly away from Chukchan, on a trajectory passing near HIP 61595, HIP 64011 and HIP 65201, looking for the system described in the ship log detailing 31st October 3111.

If you follow the original flight path, you come across a listening post which yields a cryptic message. You decode the message (by keeping every 8th character, noting an issue in "The Bad") which further describes location of the target system you're after; 615 LY away, Body 3, and a longitude for a planetary base (with the latitude provided in the Adamastor's logs). Critically though, there's nothing to suggest Coalsack as the direction of travel; so at this point you have a range, but no trajectory, to the system described on 30th October in the logs.

If you follow the reverse route, you can find a crashed sidewinder on a planet with a log from Professor Carver, giving insight into what befell the Adamastor, and whose only clue is a nebula 300Ly away. This fairly easily leads to the coalsack... but using the information in the LP allows you to find the target system; Musca Dark Region PJ-P B6-1 in the Coalsack Nebula.

Arriving in the system, when you scan Body 3, you'll find barnacles, a "crashed SRV" featuring a barnacle and an Interceptor doing it's thing with the barnacle, as well as a Thargoid Ship Wreck, and the geological base. The crashed SRV just provides a small cash award of =~ 1m credits, while the geological base contains a bunch of records detailing what transpired. I won't detail it here as it's not really relevant to the review, suffice to say it's some interesting logs with the usual awesome voice acting this game offers (Moar of this plox!) :)

How it actually played out
FD published a series of binary message fragments to their social media in the leadup to the event. In short, this basically named the Coalsack Nebula in it, which lead to everyone and their dog flying countless FCs and ships to the Coalsack nebula (the end-game of this puzzle) before the extended downtime happened.

I did this as well, and picked a system in the middle of the coalsack. So had a bunch of other FCs, so I figured "well this is too obvious"... based on the audio message from Dr Murphy given in FD's social media I basically went "It's probably Thargoids, where's the nearest system with an Ammonia world"... this gave five or six systems in the region, so I went to the closest, which happened to be Musca Dark Region PJ-P. I scanned the system, and went to the first nearby landable planet I spotted, which just happened to be Body 3.

So when downtime finished, I was not only in the right system, but
on the right planet. I think the game was up at 1pm GMT, I was logged in 1:10pm, and got my act together to make the post at 1:20pm... and at that point it was just backtracking to work out how we're meant to work out this was the place. So yeah, the binary message really torpedoed this

So, a bit more analysis and suggestions...

The Good
  • Voice Acting was on-point as usual. I know it takes effort, but this stuff is great. Even the bit of extra voice acting in areas like conflict zones and stuff just adds that depth. Combined with the galnet player, it really makes it atmospheric to play the logs while exploring the site.
  • Puzzles were the right difficulty. There was a logical path to get to the Coalsack, at which point you could start combing it, and the LP really just provided that bit extra to pinpoint where you needed to go. The LP puzzle itself was good, because it was a simple solution as usual, but gave everyone the runaround to try and work it out. It lasted about a week, which is a good time for something like this. Probably wouldn't work a second time, but oh well.
  • Use of assets was great. This used a lot of different assets and capabilities, which is something I'm always on about. FD have some great mechanics in this game... they need to be front-and-center of experiences like this.
  • The short story was genuinely good and well structured. If I hadn't just started at the end, I would've been really itching to find the geological survey site
  • Good open-ended outcomes. What does it mean now that the Thargoids were discovered before 3125? Where was the Adamastor heading after stopping at Musca Dark Region? What happened on the 28th October 3111 that got scrubbed? Who were Azimuth, and did they already know about Thargoids?
The Bad
  • Can't hatchbreak megaships. FOR THE LOVE OF ALL THAT'S HOLY, FIX THIS. You put a "ghost ship" along with mysterious hints about things in it's cargo hold. Of course anything of interest was destroyed, but people will still look and... oh dear... hatchbreaking megaships doesn't work anymore. This is a pretty egregious problem. One day, you're going to put a megaship in with some cargo you need to break out to further a plot point, and it won't work. This is a basic thing that should work.
  • Typos in cipher text: The LP message got a thorough combing once it was noticed that the word "WEST" which appeared in the scrambled LP text was incorrectly localised as OUEST. There was also a stray whitespace in the LP message causing the decode to be offset. It still worked-ish, but it really could've spannered the puzzle.
  • Mislabelling of things: When the event first went live, the Crashed SRV appeared like this
    1604881117879.png

    Not a dealbreaker, but it's just another case of "Is it a bug? Or is it deliberate?" which ED is so often plagued by
  • Narrative inconsistency: A lot of people got hooked up on the start of the voyage, noting the Adamastor had fuel supplies for a 370LY journey at the start of the leg, which was the clue to travely 370LY. But then they went a further 615LY? How? There was no refuel facility, so maybe they could refuel organically, but if they could, why note they had 370LY of fuel in the first place? I get this was meant as a clue, but it helps to make sure that little bits of info like this don't clash with the narrative.
  • Use of already-explored regions. Part of what made my shortcut work was searching known, explored systems. Having a large region of explored space suddenly have barnacles, shipwrecks and a geo survey site from 3111 present suddenly appear is very jarring. I keep hearing these permit-locked regions like Regor, the Barnard's Loop region, Cone sector, and beyond, are for future content... they've been that way for many years now, so where is this future content? It would be much better if you started using these areas for things, particularly if exploration is involved. This might grate against whatever you currently have planned, but I have a hard time believing there is a plan for these regions when we've got 6 years in the game without a single one being unlocked (and indeed, more areas locked as time goes on)

The Ugly
That binary message pretty much ruined the whole thing. Thanks to that, you had people swarming the vicinity of the final destination, and with a little up-front deduction I'd already picked the right system (and if it wasn't right, I planned to check all six systems out, so it wouldn't have taken long). It really shouldn't have pointed to the Coalsack.

But I get it... social media, hype, that sort of thing. So the binary message should've said "CHUKCHAN", the start of the mystery, or "ADAMASTOR", the subject of it. People here love to wrap the tinfoil tight, so that would've sufficed. Maybe they thought "Oooh, we're obscuring it so it's all mysterious and hidden"; BINARY IS NOT MAKING SOMETHING SECRET. I get not everyone knows Binary, but you could've achieved the same effect writing the message in, say, German; a non-majority of the player base might know that language, but those who do will recognise it instantly. So either, the binary needed to encode something way less spoilery, or it should've used a puzzle with a much, much higher bar of difficulty.

But I'd err simply on not spoiling your whole plot like that. The log snippet from Murphy would've been enough to get the tinfoil rolling.


...But it wasn't a dealbreaker!
This was a great event, and everyone I've dealt with who took part enjoyed it, and are looking forward to where this and all the ongoing story arcs are going next. Since FCs launched and Space Legs was announced, I've pretty much not been playing. But the return of Galnet, CGs and these kind of events are what have dragged me back. Hopefully future events will use more of the sexy mechanics you have in this game, more areas of space, and more things besides just Thargoids. Looking forward to it!
 
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I think assuming how much of the elite playerbase knows binary is an interesting question for elite. I think more than the average would immediately know.

Guessing the text was in 8 bit ascii? Maybe next time they can encode the messages in emoji using unicode. That might throw people off.

Yeah this event was background color for me, and worked quite well for that. Im well underwater grinding credits for a second carrier (not mining.. did that for the first). I bet the day i finish i'm going to come to the conclusion that upkeep for 2 carriers is too much and give up with 7 billion credits on 2 accounts doing nothing.
 
I think assuming how much of the elite playerbase knows binary is an interesting question for elite. I think more than the average would immediately know.

Guessing the text was in 8 bit ascii? Maybe next time they can encode the messages in emoji using unicode. That might throw people off.
nonetheless, it was enough for literal hundreds of players to get to coalsack before the event went live.

That's a fail, to me... binary or no, giving away the general location of the end of your big puzzle which, if the streams are anything to go on, a lot of effort went in to making, is basically a lot of wasted effort.

Edit: coincidentally, even though i know 8 bit ascii, i never acknowledged that's what it was til you mention it now. I just googled "convert binary to text" and there i was.
 
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nonetheless, it was enough for literal hundreds of players to get to coalsack before the event went live.

That's a fail, to me... binary or no, giving away the general location of the end of your big puzzle which, if the streams are anything to go on, a lot of effort went in to making, is basically a lot of wasted effort.

Edit: coincidentally, even though i know 8 bit ascii, i never acknowledged that's what it was til you mention it now. I just googled "convert binary to text" and there i was.

Right. Marketing before storytelling happened then.

Yeah my involvement was giving the first content creator who released a spoiler video a view to help out with their youtube algorithm positioning. This time it was burr pit i think.

Hopefully it ended up in the codex? Might randomly go have a look later. Wait, if the alliance gets further involved in definitely will go along.
 
I agree it was great, though I would add 2 more "bad" points :

1) the LP didn't even give a message for the first day, and when it was fixed you couldn't (as is usual) rescan it. Luckily for me I had an alt handy.
2) the local news article in chukchan was not there at restart. I decided to try any solve the problem myself, visited the station in chukchan, saw there was no local news and so assumed there was just the m/s message. I wasn't incredibly happy when a few hours later I wondered how others had got on and found there was now magically a local news article.

Other than that great fun, the RP stream was great! And still trying to work out if Bruce was Murphy in the audio logs :D
 
I agree it was great, though I would add 2 more "bad" points :

1) the LP didn't even give a message for the first day, and when it was fixed you couldn't (as is usual) rescan it. Luckily for me I had an alt handy.
2) the local news article in chukchan was not there at restart. I decided to try any solve the problem myself, visited the station in chukchan, saw there was no local news and so assumed there was just the m/s message. I wasn't incredibly happy when a few hours later I wondered how others had got on and found there was now magically a local news article.

Other than that great fun, the RP stream was great! And still trying to work out of Bruce was Murphy in the audio logs :D
Good pickups, and i totally forgot about the RP stream which was cool too!
 
People here love to wrap the tinfoil tight

Sure do :D But enough about what I do in my spare time....excellent write up!

You are correct in that the binary messed things up- but, I think social media can play a fun role. In a CG II suggestion ages ago I suggested that Twitter posts could be used not as puzzle devices (which they could still, if done right) but as alert messages as a component for an event- in my example it was to warn commanders a megaship was under attack, blurring the line between Galnet and social media a bit.

And the best part was Stephen becoming a jazz teacher weather presenter :D
 
Sure do :D But enough about what I do in my spare time....excellent write up!

You are correct in that the binary messed things up- but, I think social media can play a fun role. In a CG II suggestion ages ago I suggested that Twitter posts could be used not as puzzle devices (which they could still, if done right) but as alert messages as a component for an event- in my example it was to warn commanders a megaship was under attack, blurring the line between Galnet and social media a bit.

And the best part was Stephen becoming a jazz teacher weather presenter :D
Absolutely. I think there's a skilful use of social media that can happen to support an in game event... just not giving away the homeworld in the process.
 
Absolutely. I think there's a skilful use of social media that can happen to support an in game event... just not giving away the homeworld in the process.

There is so much you could do in game too. Imagine getting a mysterious inbox message, or even using the "server maintenance in x minutes" text. You could even send a newsletter style message via email to start things off- you could really go to town with it.
 

Deleted member 182079

D
So, as I've kinda done in the past for things like The Hunt and such... I figure I'd do a review of the Halloween Event AKA "The Stones"/Adamastor. I especially want to do this because, at minimum, I just want to say it was great. Not perfect, but great, and this sort of thing is exactly what's needed to invigorate the game periodically.

Obviously this is going to contain spoilers, so if you don't want them, seriously, stop reading.

In Summary (tl;dr)
The Halloween Event (which I'll refer to as "The Stones" from now on) was a really well done event, with the right amount of mystery, puzzles and sneaky-finds which an event like this needs to have. The use of local Galnet news for placing a clue, and a bit of deductive reasoning on the galnet articles (e.g travelling at sublight speeds for =~ 200 years, with a trajectory passing these three systems allowing you to guess at a 200LY distance in a rough bearing) meant the areas to search were well indicated, but still general enough to require a good amount of searching. (The Good)

Unfortunately, the whole thing was critically torpedoed by the social media "Binary" message which pretty much circumvented the whole thing, and allowed me to (with some luck) land on the correct planet where the whole event culminates, before the event even went live. But more on that later (The Ugly).


There's a few other bits and pieces where the event hit non-critical issues with long-standing bugs, but I'll talk about them more later too (The Bad).

Putting aside the binary message though, this was a really good and well-prepared event, and I hope the people involved have learned a few things to make the next one even better!

How the event (should have) played out
Ignoring the social media binary message for a bit, the first clue was an alert about a "ghost ship", the Adamastor, arriving in the Chukchan system. The ship had been travelling on autopilot at sublight speed for the past 200Ly on a trajectory that had it go past the HIP 61595, HIP 64011 and HIP 65201 systems.

A scan of the Adamastor's log gives some
vague clues about where it had been travelling 200 years ago. Meanwhile, for the first time in a while, a local galnet article appears is in the Chukchan stations, with some clues about the original flight details of the Adamastor before it became stricken, revealing it set out towards Barnard's Loop, travelling past the HIP 39748 and HIP 33386 systems, with enough fuel to travel 370Ly.

This all combines to give two leads and some information


  • The ship logs describe the systems of interest you're looking for given by the trajectory clues, of which you have two potential routes to track:

  • Follow the original flight path of the Adamastor, towards the Barnard's loop sector near HIP 39748 and HIP 33386, looking for the system described in the ship log detailing 28th October 3111, approximately 370Ly away from Chukchan; OR
  • Follow the Adamastor's flight path in reverse, looking approx 200Ly away from Chukchan, on a trajectory passing near HIP 61595, HIP 64011 and HIP 65201, looking for the system described in the ship log detailing 31st October 3111.

If you follow the original flight path, you come across a listening post which yields a cryptic message. You decode the message (by keeping every 8th character, noting an issue in "The Bad") which further describes location of the target system you're after; 615 LY away, Body 3, and a longitude for a planetary base (with the latitude provided in the Adamastor's logs). Critically though, there's nothing to suggest Coalsack as the direction of travel; so at this point you have a range, but no trajectory, to the system described on 30th October in the logs.

If you follow the reverse route, you can find a crashed sidewinder on a planet with a log from Professor Carver, giving insight into what befell the Adamastor, and whose only clue is a nebula 300Ly away. This fairly easily leads to the coalsack... but using the information in the LP allows you to find the target system; Musca Dark Region PJ-P B6-1 in the Coalsack Nebula.

Arriving in the system, when you scan Body 3, you'll find barnacles, a "crashed SRV" featuring a barnacle and an Interceptor doing it's thing with the barnacle, as well as a Thargoid Ship Wreck, and the geological base. The crashed SRV just provides a small cash award of =~ 1m credits, while the geological base contains a bunch of records detailing what transpired. I won't detail it here as it's not really relevant to the review, suffice to say it's some interesting logs with the usual awesome voice acting this game offers (Moar of this plox!) :)

How it actually played out
FD published a series of binary message fragments to their social media in the leadup to the event. In short, this basically named the Coalsack Nebula in it, which lead to everyone and their dog flying countless FCs and ships to the Coalsack nebula (the end-game of this puzzle) before the extended downtime happened.

I did this as well, and picked a system in the middle of the coalsack. So had a bunch of other FCs, so I figured "well this is too obvious"... based on the audio message from Dr Murphy given in FD's social media I basically went "It's probably Thargoids, where's the nearest system with an Ammonia world"... this gave five or six systems in the region, so I went to the closest, which happened to be Musca Dark Region PJ-P. I scanned the system, and went to the first nearby landable planet I spotted, which just happened to be Body 3.

So when downtime finished, I was not only in the right system, but
on the right planet. I think the game was up at 1pm GMT, I was logged in 1:10pm, and got my act together to make the post at 1:20pm... and at that point it was just backtracking to work out how we're meant to work out this was the place. So yeah, the binary message really torpedoed this

So, a bit more analysis and suggestions...

The Good
  • Voice Acting was on-point as usual. I know it takes effort, but this stuff is great. Even the bit of extra voice acting in areas like conflict zones and stuff just adds that depth. Combined with the galnet player, it really makes it atmospheric to play the logs while exploring the site.
  • Puzzles were the right difficulty. There was a logical path to get to the Coalsack, at which point you could start combing it, and the LP really just provided that bit extra to pinpoint where you needed to go. The LP puzzle itself was good, because it was a simple solution as usual, but gave everyone the runaround to try and work it out. It lasted about a week, which is a good time for something like this. Probably wouldn't work a second time, but oh well.
  • Use of assets was great. This used a lot of different assets and capabilities, which is something I'm always on about. FD have some great mechanics in this game... they need to be front-and-center of experiences like this.
  • The short story was genuinely good and well structured. If I hadn't just started at the end, I would've been really itching to find the geological survey site
  • Good open-ended outcomes. What does it mean now that the Thargoids were discovered before 3125? Where was the Adamastor heading after stopping at Musca Dark Region? What happened on the 28th October 3111 that got scrubbed? Who were Azimuth, and did they already know about Thargoids?
The Bad
  • Can't hatchbreak megaships. FOR THE LOVE OF ALL THAT'S HOLY, FIX THIS. You put a "ghost ship" along with mysterious hints about things in it's cargo hold. Of course anything of interest was destroyed, but people will still look and... oh dear... hatchbreaking megaships doesn't work anymore. This is a pretty egregious problem. One day, you're going to put a megaship in with some cargo you need to break out to further a plot point, and it won't work. This is a basic thing that should work.
  • Typos in cipher text: The LP message got a thorough combing once it was noticed that the word "WEST" which appeared in the scrambled LP text was incorrectly localised as OUEST. There was also a stray whitespace in the LP message causing the decode to be offset. It still worked-ish, but it really could've spannered the puzzle.
  • Mislabelling of things: When the event first went live, the Crashed SRV appeared like thisView attachment 194637
    Not a dealbreaker, but it's just another case of "Is it a bug? Or is it deliberate?" which ED is so often plagued by
  • Narrative inconsistency: A lot of people got hooked up on the start of the voyage, noting the Adamastor had fuel supplies for a 370LY journey at the start of the leg, which was the clue to travely 370LY. But then they went a further 615LY? How? There was no refuel facility, so maybe they could refuel organically, but if they could, why note they had 370LY of fuel in the first place? I get this was meant as a clue, but it helps to make sure that little bits of info like this don't clash with the narrative.
  • Use of already-explored regions. Part of what made my shortcut work was searching known, explored systems. Having a large region of explored space suddenly have barnacles, shipwrecks and a geo survey site from 3111 present suddenly appear is very jarring. I keep hearing these permit-locked regions like Regor, the Barnard's Loop region, Cone sector, and beyond, are for future content... they've been that way for many years now, so where is this future content? It would be much better if you started using these areas for things, particularly if exploration is involved. This might grate against whatever you currently have planned, but I have a hard time believing there is a plan for these regions when we've got 6 years in the game without a single one being unlocked (and indeed, more areas locked as time goes on)

The Ugly
That binary message pretty much ruined the whole thing. Thanks to that, you had people swarming the vicinity of the final destination, and with a little up-front deduction I'd already picked the right system (and if it wasn't right, I planned to check all six systems out, so it wouldn't have taken long). It really shouldn't have pointed to the Coalsack.

But I get it... social media, hype, that sort of thing. So the binary message should've said "CHUKCHAN", the start of the mystery, or "ADAMASTOR", the subject of it. People here love to wrap the tinfoil tight, so that would've sufficed. Maybe they thought "Oooh, we're obscuring it so it's all mysterious and hidden"; BINARY IS NOT MAKING SOMETHING SECRET. I get not everyone knows Binary, but you could've achieved the same effect writing the message in, say, German; a non-majority of the player base might know that language, but those who do will recognise it instantly. So either, the binary needed to encode something way less spoilery, or it should've used a puzzle with a much, much higher bar of difficulty.

But I'd err simply on not spoiling your whole plot like that. The log snippet from Murphy would've been enough to get the tinfoil rolling.


...But it wasn't a dealbreaker!
This was a great event, and everyone I've dealt with who took part enjoyed it, and are looking forward to where this and all the ongoing story arcs are going next. Since FCs launched and Space Legs was announced, I've pretty much not been playing. But the return of Galnet, CGs and these kind of events are what have dragged me back. Hopefully future events will use more of the sexy mechanics you have in this game, more areas of space, and more things besides just Thargoids. Looking forward to it!
Excellent write up, Frontier are well advised to take note. Thanks!
 
Excellent write up.
Hard to bring these disparate happenings in to a coherent report.
Agree wholeheartedly.


An additional bug (at least for me) is that my codex archive seems to be corrupted?

Specifically: Abandoned settlements, project mycoid – that I received ages ago in Hip 59382 Planet 1 B, is instead now showing this year and Musca Dark Region PJ-P b6-1.

Good open-ended outcomes. What does it mean now that the Thargoids were discovered before 3125? Where was the Adamastor heading after stopping at Musca Dark Region? What happened on the 28th October 3111 that got scrubbed? Who were Azimuth, and did they already know about Thargoids

Now a more paranoid commander might see a link between these events. But that is a whole new thread. :)
 
Really nice summary in OP (y) ... I completely ignored that binary thing, so that worst event part was luckily avoided for me :) . However I still think there could be possible get even more from this, namely add place where Adamastor moved when left Chukgan (with possible hint how to decode listening post message) and add place where Adamastor headed from Coalsack Nebula with more narrative about Adamastor owner. .... however it would bring me really good laugh if something like this is already in game but was not found :) (I still search little in area around LP :) )

It was really nice occassion to leave my usual activity in ED (BGS stuff) and enjoy exploration (search). And there was not barrier that I'm not native English speaker.

Next thing which was also really nice is how people helped me after I did mistake right on my search start. It was here and also on cannon discord where I was slightly pushed in the right direction with the right amout of information. I started follow this event a week after was Ghost ship announced in Galent, but that was not any issue (this is imo also very good).

I only hope there will be more such events in Elite. This game have have very rich history/narrative that can be used.
 
Great write-up @Jmanis. I really wondered how it was discovered so fast ... started conspiracy theories in my mind of 'nudge by friendly dev', but you cleared that up.
 
I'd really like to know how someone at FDev could believe spoiling the target area even before the event went live was the go-to idea.
Also, how come that seemingly everything out of the ordinary they bring to the live game is so broken it cannot be completed. It seems to be it was released without any review.
 
Excellent summary, I would just add to the "bad" section the still lingering issue where probing planets will not reveal the locations of human and thargoid (and guardian possibly, no longer remember) locations on the planet until you drop out of supercruise or relog. This has been going on for years now, and it is both annoying for old-timers but in particular extremely confusing for first-timers in this kind of events that still haven't built their multi-volume compediums of workarounds for all of the game's numerous glitches.

Aside from that, it was a fantastic event, IMO this is the kind of things where ED truly excels, the mystery, the eerie atmosphere... Loved every part of it, from seeing the megaship, to landing on the planet in the coalsack, investigating the barnacle and SRV, collecting some meta alloys, investigating the base, strolling along the base with the SRV listening to the logs and collecting stuff... absolutely brilliant! This is the kind of stuff I love about this game.

My participation in the event ended with me trying to transfer the meta alloys to my carrier and getting hit with the transfer button glitch, but I'll let that one slide...
 
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